Thanks Robert,

...I moved the graph manipulation out of the callback and everything works great.

-Mike

Robert Osfield wrote:
Hi Mike,

It is not reccomend to modify the scene graph during traversal as this
will invalidate iterators that are on the stack (NodeVisitor uses
nested calls to do traversal).

The best way is to modify the scene graph before or after traversal.
Typically one achieves this by generating a remove/add list during
traversal then afterwards do the act add/delete.



On 7/26/06, Mike Wozniewski <[EMAIL PROTECTED]> wrote:
Hi all,

I am experiencing a segfault that I cannot get rid of, and I'm looking
for ideas:

I am moving a node (osg::PositionAttitudeTransform) during it's
callback... ie, I am detaching it from it's current parent with
parent->removeNode(PAT*) and re-attaching it with newParent->addChild(PAT*).

The parent nodes are similar PositionAttitudeTransform's with the same
type of callback, and could have been visited already by the update
traversal, or not.

Can I do this?

I imagine that the segfault is because the nodePath of the current
traversal becomes inaccurate, or perhaps there is some memory management
that I'm messing up.

Is there a way to tell OSG to restart the update traversal if I
re-arrange the graph? ...or does anyone have some other idea?

Thanks,
Mike Wozniewski
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